LUMENFALL: a voxel game on a hand-written C++ engine
A voxel engine in C++17 and raw OpenGL with Claude Code as pair programmer, including a hunt for an AMD driver bug that broke shadows.
The full story
LUMENFALL runs on the maker's own engine, written in C++17 and OpenGL 4.5 with no external libraries. Claude Code (Opus and Fable) has been his pair programmer for most of it, with him driving the architecture.
Claude helped most with GLSL shaders, the cascaded shadow pipeline, multithreaded chunk streaming and a days-long AMD driver bug where reading a texture with both a compare sampler and a raw depth read made shadows come out fully lit. It also edited the trailer. Gameplay is minimal for now, and he calls it an engine showcase.
How it was done
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Sources
From a short post by the maker, so the details are as they tell them.
- Reddit: A hand-written voxel engine with volumetric clouds, PCSS shadows and a 450-chunk draw distance
The maker's post on r/ClaudeCode.
The poster has deleted it, but the original is still readable (it can take a few seconds to load): archived copy of Reddit: A hand-written voxel engine with volumetric clouds, PCSS shadows and a 450-chunk draw distance (opens in a new tab)